Area2D¶
Inherits:CollisionObject2D<Node2D<CanvasItem<Node<Object
2D area for detection and physics and audio influence.
Description¶
2D area that detectsCollisionObject2D nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus.
Tutorials¶
Properties¶
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Methods¶
overlaps_area(Node area)const | |
overlaps_body(Node body)const |
Signals¶
area_entered(Area2D area)
Emitted when another Area2D enters this Area2D. Requiresmonitoring to be set totrue.
area the other Area2D.
area_exited(Area2D area)
Emitted when another Area2D exits this Area2D. Requiresmonitoring to be set totrue.
area the other Area2D.
Emitted when one of another Area2D'sShape2Ds enters one of this Area2D'sShape2Ds. Requiresmonitoring to be set totrue.
area_rid theRID of the other Area2D'sCollisionObject2D used by thePhysics2DServer.
area the other Area2D.
area_shape_index the index of theShape2D of the other Area2D used by thePhysics2DServer. Get theCollisionShape2D node witharea.shape_owner_get_owner(area_shape_index).
local_shape_index the index of theShape2D of this Area2D used by thePhysics2DServer. Get theCollisionShape2D node withself.shape_owner_get_owner(local_shape_index).
Emitted when one of another Area2D'sShape2Ds exits one of this Area2D'sShape2Ds. Requiresmonitoring to be set totrue.
area_rid theRID of the other Area2D'sCollisionObject2D used by thePhysics2DServer.
area the other Area2D.
area_shape_index the index of theShape2D of the other Area2D used by thePhysics2DServer. Get theCollisionShape2D node witharea.shape_owner_get_owner(area_shape_index).
local_shape_index the index of theShape2D of this Area2D used by thePhysics2DServer. Get theCollisionShape2D node withself.shape_owner_get_owner(local_shape_index).
body_entered(Node body)
Emitted when aPhysicsBody2D orTileMap enters this Area2D. Requiresmonitoring to be set totrue.TileMaps are detected if theTileSet has CollisionShape2Ds.
body theNode, if it exists in the tree, of the otherPhysicsBody2D orTileMap.
body_exited(Node body)
Emitted when aPhysicsBody2D orTileMap exits this Area2D. Requiresmonitoring to be set totrue.TileMaps are detected if theTileSet has CollisionShape2Ds.
body theNode, if it exists in the tree, of the otherPhysicsBody2D orTileMap.
Emitted when one of aPhysicsBody2D orTileMap'sShape2Ds enters one of this Area2D'sShape2Ds. Requiresmonitoring to be set totrue.TileMaps are detected if theTileSet has CollisionShape2Ds.
body_rid theRID of thePhysicsBody2D orTileSet'sCollisionObject2D used by thePhysics2DServer.
body theNode, if it exists in the tree, of thePhysicsBody2D orTileMap.
body_shape_index the index of theShape2D of thePhysicsBody2D orTileMap used by thePhysics2DServer. Get theCollisionShape2D node withbody.shape_owner_get_owner(body_shape_index).
local_shape_index the index of theShape2D of this Area2D used by thePhysics2DServer. Get theCollisionShape2D node withself.shape_owner_get_owner(local_shape_index).
Emitted when one of aPhysicsBody2D orTileMap'sShape2Ds exits one of this Area2D'sShape2Ds. Requiresmonitoring to be set totrue.TileMaps are detected if theTileSet has CollisionShape2Ds.
body_rid theRID of thePhysicsBody2D orTileSet'sCollisionObject2D used by thePhysics2DServer.
body theNode, if it exists in the tree, of thePhysicsBody2D orTileMap.
body_shape_index the index of theShape2D of thePhysicsBody2D orTileMap used by thePhysics2DServer. Get theCollisionShape2D node withbody.shape_owner_get_owner(body_shape_index).
local_shape_index the index of theShape2D of this Area2D used by thePhysics2DServer. Get theCollisionShape2D node withself.shape_owner_get_owner(local_shape_index).
Enumerations¶
enumSpaceOverride:
SPACE_OVERRIDE_DISABLED =0 --- This area does not affect gravity/damping.
SPACE_OVERRIDE_COMBINE =1 --- This area adds its gravity/damping values to whatever has been calculated so far (inpriority order).
SPACE_OVERRIDE_COMBINE_REPLACE =2 --- This area adds its gravity/damping values to whatever has been calculated so far (inpriority order), ignoring any lower priority areas.
SPACE_OVERRIDE_REPLACE =3 --- This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
SPACE_OVERRIDE_REPLACE_COMBINE =4 --- This area replaces any gravity/damping calculated so far (inpriority order), but keeps calculating the rest of the areas.
Property Descriptions¶
floatangular_damp
Default |
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Setter | set_angular_damp(value) |
Getter | get_angular_damp() |
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
SeeProjectSettings.physics/2d/default_angular_damp for more details about damping.
Stringaudio_bus_name
Default |
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Setter | set_audio_bus_name(value) |
Getter | get_audio_bus_name() |
The name of the area's audio bus.
boolaudio_bus_override
Default |
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Setter | set_audio_bus_override(value) |
Getter | is_overriding_audio_bus() |
Iftrue, the area's audio bus overrides the default audio bus.
floatgravity
Default |
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Setter | set_gravity(value) |
Getter | get_gravity() |
The area's gravity intensity (in pixels per second squared). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
floatgravity_distance_scale
Default |
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Setter | set_gravity_distance_scale(value) |
Getter | get_gravity_distance_scale() |
The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
boolgravity_point
Default |
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Setter | set_gravity_is_point(value) |
Getter | is_gravity_a_point() |
Iftrue, gravity is calculated from a point (set viagravity_vec). See alsospace_override.
Vector2gravity_vec
Default |
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Setter | set_gravity_vector(value) |
Getter | get_gravity_vector() |
The area's gravity vector (not normalized). If gravity is a point (seegravity_point), this will be the point of attraction.
floatlinear_damp
Default |
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Setter | set_linear_damp(value) |
Getter | get_linear_damp() |
The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
SeeProjectSettings.physics/2d/default_linear_damp for more details about damping.
boolmonitorable
Default |
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Setter | set_monitorable(value) |
Getter | is_monitorable() |
Iftrue, other monitoring areas can detect this area.
boolmonitoring
Default |
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Setter | set_monitoring(value) |
Getter | is_monitoring() |
Iftrue, the area detects bodies or areas entering and exiting it.
floatpriority
Default |
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Setter | set_priority(value) |
Getter | get_priority() |
The area's priority. Higher priority areas are processed first.
SpaceOverridespace_override
Default |
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Setter | set_space_override_mode(value) |
Getter | get_space_override_mode() |
Override mode for gravity and damping calculations within this area. SeeSpaceOverride for possible values.
Method Descriptions¶
Returns a list of intersectingArea2Ds. The overlapping area'sCollisionObject2D.collision_layer must be part of this area'sCollisionObject2D.collision_mask in order to be detected.
For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
Returns a list of intersectingPhysicsBody2Ds. The overlapping body'sCollisionObject2D.collision_layer must be part of this area'sCollisionObject2D.collision_mask in order to be detected.
For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
Iftrue, the given area overlaps the Area2D.
Note: The result of this test is not immediate after moving objects. For performance, the list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
Iftrue, the given physics body overlaps the Area2D.
Note: The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
Thebody argument can either be aPhysicsBody2D or aTileMap instance (while TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body).